Adventure Ideas go Here!

Here's a good side trip: the party gets caught up in a problem with Marital Infidelity.
Maybe one side hired the party to spy on the other like cheap FilmNoir Private Investigators?
Maybe they heard blasterfire while waiting for a snitch and were worried that the other side may have caught them?
Maybe the body of the offender got blown through a window and lands at their feet?
Maybe they just hear the screaming coming from the dwelling?
This is a really good one for dealing with Jedi, who have to deal with keeping peace.

From what I've heard, the call cops fear the most isn't the drug-dealer shoot-outs: it's the Domestic Disturbance.

Here?s an idea that I will eventually try to implement but if anyone wants to use it, please let me know so I can watch my brain child grow! Anyway, the group is a bunch of Jedi. A junior member of the counsel is leading them to the counsel chambers and he is briefing them.
?The Sith are gaining in strength and are preparing for war. The Republic can not handle another of these endless conflicts and the Counsel fears that the Sith may conquer the Core simply by attrition although that was not their intention .? Explained Mr. Miscellaneous Nobody Jedi. ?However, it has recently it has come to our attention that there is a civil war brewing within the Sith Empire. A senior member of the Sith has defected to us and has offered to provide us with an invaluable store of information if a Jedi team will ensure his transport to a particular planet where he has enough followers to begin a war to usurp the current ruler. The counsel has instructed you to guard the defector.?
Miscellaneous stopped at the Counsel doors. His breathing was sharp and heavy, he reached a hand to his forehead and a look of surprise crossed his features when it came away wet. He glanced back to the team,
?The decision to safe guard this individual is?? his eyes darted up and down the hall, ??controversial. You are to maintain absolute secrecy as you leave the Temple and when you get back. No one at all is to know what happen and what the Counsel has decided.?
He opened the doors and gestured inside, ?Please, meet your charge.?
Your nerves have been growing jumpy with this description. A growing since of dread and fear grip your stomach as you hesitantly stride into the Counsel chamber, and all your years in the Order could never have prepared you for the total and complete betrayal of the Counsel on display in that room.
There in the middle of the seated members of the high counsel stands, a Sith Lord.

Upon return, the Jr jedi who performed the introductions should be dead of Cerebral Hemorage.

Of course, I'm sure the defector is planning on betraying the party as soon as possible.
Before they can even leave Coruscant (or wherever), there should be an attemp made on the defector's life. It should be a tough fight, but the defector does nothing while the attackers come close to beating the snot out of the party. Afterward, he should identify the bodies as Sith Apprentices. (Psych warfare)
There should be another attempt made while in space before the jump to lightspeed. Starship combat. Challenging, but not too hard--let the party escape with most of the attackers (if not all) toasted.

Overland trek with side encounters. Let the Defector show calous disregard for life and nature.

Small town encounter. Show citizens cowering in fear of Defector, and the party by extension (they must be servants or fallen jedi to be associating with the Defector). Maybe have a child groveling to be a sith apprentice so that he can lash out at the older kids bullying him.

Throughout, the party should be at a hefty disadvantage (-5 to -10) because of the vileness of the Defector's influence.

As soon as the Defector reaches his opponent, have enough guards on hand to keep the party busy. The Defector falls as the bodyguard are defeated. The Overloard starts attacking the party, and is wiping the floor with them (they should be really low on HP/VP/whatever. Just as they finally manage to take him down, the defector gets off the floor, seemingly uninjured, and smacks them about until his supporters burst into the room. They should be enough to make the party die or surrender.

The Defector will spend a lot of time torturing and teasing the party. (Role-Playing time), trying to win their support & turn them. The party should continue to be at a penalty to resist because of the overwhelming influence of the Dark side in the area.

The party learns of a new Dark Side Apprentice who is rapidly becoming a threat. (oh, come one, not again)
Initial investigation into ___ crime manages to capture a prisoner who begs to be killed rather than interrogated. "The Master" will do horrible things to him. Yadda yadda. But make this one sound terrified out of his wits. "The Master" has 6 assistants who obey his will. Everyone obeys or they die in truly painful ways. "The Master" makes examples of failures. The petty criminal under interrogation has seen purple lightning rip out from The Master's fingers and burn those who fail, crippling, maiming, and sometimes even killing the Failed Ones.

When he doesn't die instantly, the petty criminal will begin to open up a bit more. The organization is a basic pyramid scheme. The Master gives orders to and through his assistants, who give orders to the next rung down, who give orders to the flunkies. He gives the party the time and place of the next meeting in exchange for protection and hopefully transport off-world/out-of-system.

You can build this into an entire crime syndicate bust down. Long after this adventure, remains can turn up.

Anyway, these underlings and flunkies are mainly stealing stuff--credits to starships, with blasters and drugs on the side. No droids (though that should not be obvious until someone specifically asks). Anyone else they interrogate will provide the same information about the organization.
The longer they work, the more powerful The Master seems to be getting. Rumors of his hideously deformed features, that he wears strange black robes, that he has connections to the Lost House Malcitte and the Malcitte Poisoners, and more.

Let them run into one of the Assistants. He should provide a decent fight, with light-moderate force powers--enough to challenge the party--and enough guards/thugs to make him seem formidable.
Eventually, the party will learn WHERE the leaders will be at a specific time.
If captured, The Assistant will squeel, or it may be in his personal computer.

Meeting is on the planet Obulette in the Tapani sector. This is the Capitol world for House Mecetti, a polluted industrial atmosphere. One of the corporate buildings will house the meeting. According to official records, it belongs to a Mecetti noble (I own so many things... You can't expect me to keep track of everything... No, I don't have any current records. No, you can't audit my books...)

When entering, the party should begin to feel uneasy. The meeting is in a large audience hall, with a raised platform and desk. At the appointed time, the overhead lights go out, 5 figures enter the black room. Only blue floor-lights along the walls provide any light. From a balcony above, backlit in orange, a figure emerges with a high color (Ambassador Kosh-style) and long robes. "Greetings. I'm glad you could make it to our meeting. Or should I say, 'Our Trap'". He is then surrounded by visible purple lightning and sparks. He points his hand and throws lightning at the sr jedi, or toughest-looking PC while igniting a red Lightsaber.

All is not as it appears:
One of the assistants runs for a door, or behind a curtain. If fired at & hit, he crumples to the ground and doesn't move at all.

The rest join in with melee & blaster weapons. Make them pretty tough, but not impossible--maybe a level or 2 higher than the party.
The Master will drift down from the balcony to the floor and engage in melee combat.

The Master is Devon Telsu, a young 7th child of a minor baronet of House Mecetti. He has been working for years to try to rise to more exalted rank with no success. No one is particularly impressed with his personality, and he doesn't have enough clout to warrent a favorable marriage. At 19, he's too impatient to wait for his inheritance, and too far down the line to quickly achieve his father's title. So he set up this little crime ring. Along the way, he stole his older brother's Lightfoil (Only does 3D damage, deactivates on if

Minor change: the young baronette is only 12 years old. During his opening speech, his voice should crack at least once. Might give the party a clue about what they're dealing with without giving them too much.

That could be a good basis for an adventure. Of course, everything that goes wrong will be blamed on the Sith... From cold soup to short-sheeted beds to mysterious deaths.
Ah, but proving it... That is another matter.

I'm a big fan of the fake dark side crime lord thing. I may throw it at my current PCs when they get done mopping up the Vong. Right now I'm running my second NJO game. My first game that I played in this era turned out amazing!

The game opens when the party is on Courscant during the invasion. While waiting to get on a refugee ship heading off world, the invaders burst in, blowing the refugee ship away. There is a fire starting in the hanger bay, due to the recently destroyed ship. In my game I had one human JC, one twi'lek JG, and a Kel Dor Soldier. The three took it upon themselves to try to save the refugees from the 5 Yuzzhan Vong warriors. (none of them noticed the fire getting close to fuel storage) after a few rounds the fuel explodes setting off a chain reaction which makes the large building explode.

The heroes wake up under and pile of rubble in the undercity. After some time of looking around for other survivors, supplies, etc. they discover a refugee camp. The leader of said camp is a male human Nol 3/JC 2. When the heroes arrive they go through a security screening. One of the tests run on the heros is a Midi-Clorian count. Any character with the Force-Sen feat is taken to meet the leader of the camp. The others are sent to the rest of the droves of refugees. Non-Force users live in horrid conditions (even for refugees). The Force users meet with the leader and he says that the Jedi are the only worthy to survive. He offers any force user a private room and comfortable living conditions (which is luxury compared to what the other refugees are living in.) The leader is really part of 16 Jedi (composed of masters and apprentices) who call themselves the Unity Council. They are not part of the peace brigade but have the same views. The leader plans to turn all Jedi over to the Vong the next night at midnight. The PCs uncover this plan and must stop it.

This game went on for a very long time. The Jedi killed camp leader and was later confronted with his master who had not yet come out of the Unity Council closet and was introduced to the heroes by Luke Skywalker. If you want to use this let me know how it goes.

I'm a big fan of the fake dark side crime lord thing. I may throw it at my current PCs when they get done mopping up the Vong. Right now I'm running my second NJO game. My first game that I played in this era turned out amazing!

The game opens when the party is on Courscant during the invasion. While waiting to get on a refugee ship heading off world, the invaders burst in, blowing the refugee ship away. There is a fire starting in the hanger bay, due to the recently destroyed ship. In my game I had one human JC, one twi'lek JG, and a Kel Dor Soldier. The three took it upon themselves to try to save the refugees from the 5 Yuzzhan Vong warriors. (none of them noticed the fire getting close to fuel storage) after a few rounds the fuel explodes setting off a chain reaction which makes the large building explode.

The heroes wake up under and pile of rubble in the undercity. After some time of looking around for other survivors, supplies, etc. they discover a refugee camp. The leader of said camp is a male human Nol 3/JC 2. When the heroes arrive they go through a security screening. One of the tests run on the heros is a Midi-Clorian count. Any character with the Force-Sen feat is taken to meet the leader of the camp. The others are sent to the rest of the droves of refugees. Non-Force users live in horrid conditions (even for refugees). The Force users meet with the leader and he says that the Jedi are the only worthy to survive. He offers any force user a private room and comfortable living conditions (which is luxury compared to what the other refugees are living in.) The leader is really part of 16 Jedi (composed of masters and apprentices) who call themselves the Unity Council. They are not part of the peace brigade but have the same views. The leader plans to turn all Jedi over to the Vong the next night at midnight. The PCs uncover this plan and must stop it.

This game went on for a very long time. The Jedi killed camp leader and was later confronted with his master who had not yet come out of the Unity Council closet and was introduced to the heroes by Luke Skywalker. If you want to use this let me know how it goes.

Another "supply run"
The Rebel Alliance still desperately needs supplies of all types. But they aren't the only ones...

The University of Correlia has sponsored an expedition to explore a new sector of space on the fringe, hoping to be able to find more raw materials, or better still, more exotic life-forms to contact, civilize, or exploit (depending on the individual's opinion). Because of the nature of exploration, all types of supplies have been allocated to the old survey ship (an old frigate reconditioned & refitted for exploration). Everything from extreme-climate survival gear to spare parts to vehicles and droids.

There are 5 key professors involved:

Prof Hausa, academician, is in charge. He specializes in planetology, charting, and negotiation. He has a secretary/protocol droid issued to him.

Prof Kirn is a linguist. She also has survival training and is a sharpshooter with a sporting blaster. Of the Professors, she is the most sympathetic to the Rebellion, as her experience with different cultures gives her a view of the Empire's oppression.

Prof lLannz is an Ithorian botonist and xenobiologist. She is the nerd, often too lost or distracted to pay attention.

Associate Prof Unawd is in charge of Technological assesment, and is an Imperial informer (though no one knows this outside of Imp Intel). Truth be told, his usefulness to the Intelligence has been very low so far, but he's hoping to make a name for himself and get a promotion.

Associate Gestal is an all-rounder, capable of filling in for the others, but no where near as skilled as the specialists.

H-3PO is Prof Hausa's protocol droid, and is also a CompNOR spy. CompNOR feels that the Professor may not be politically reliable, but actually wants evidence (for a change).

The ship is commanded by Captain Chandra, a "reformed" correlian pirate who still has a strong independant streak. The ship and everything that happens on it is his responsibility. Once the professors are exploring the planet, they're under Prof Hausa's authority.

Expedition 583, aka "Airam Atnas", has been considerablly modified from an old republic frigate. It has had large cargo pods added for storage and supplies, a hanger added for 2 shuttles and 3 Z-95s, and all the weapons stripped off except for 2 medium capital cannons, an ion cannon, and 2 tractor beams.

THe dilemma: is it ok for the Rebellion to steal from a civilian operation? Especially one that could benefit the galaxy? At the cost of a university? Or should they wait for the survey to finish and steal the supplies (and copy the data) acquired?
Do they smuggle themselves on as crew? To they try to overpower the ship like a pirate raid? Do they wait on a planet they think the ship might stop on and try to hijack it with the crew away on a landing party? Might require exploring a bit on their own...

The party finds a dead child in the street. Nothing remarkable for a cause of death: something slashed through an artery.

Somewhere else (maybe an entire adventure later), the party finds another dead child. Much the same, except this one has been poisoned.

The third child they find has choaked on a small plastic container.

Each child has the same basic stuff (backpack, clothes, teaching book, bottle of fizzy-glug, toy, slingshot) and a candy wrapper. The candy is a new and wildly popular fad. It is a candy sweet outer shell, with a small 2-part plastic capsule, which contains a prize/toy. (those of you fortunate enough to live outside the USA can imagine Surprize Eggs) Something, however is wrong. Whether it's a corporate plot, sabotage, a disgruntled employee, or a manufacturing defect, something has gone wrong with a large part of the product. Nearly .0001% of the candies are defective, either poisoned or the prize/toy is programmed to somehow programmed to kill the child who opens it. Now, .0001% may not seem like much, but the stores are selling these candies at an alarming rate--roughly 100 per day per store. They are in all the major grocery stores, toy stores, drug stores, and sundary markets. Even most of the kiosks at the starport have them. These candies are also sold on multiple worlds throughout the galaxy. It's not just one planet affected--it's all of them.

No one else has put it together yet... The party has just been lucky enough to see 3 dead children in the space of a couple days in their travels...

Anyone ever try converting an old Perry Mason episode into an adventure? Saw one this week and thought it was convaluted enough to warrent adaptation. It had enough sidelines and sidetracks to keep a party busy for a while.

The Rebel Alliance sends the party to track down Gherry Preece Tavoen, one of their agents who has gone missing. Gherry is a young Jedi trainee, former pupil of Obi-Yon Kensei (a jedi hero of the old republic). He represents one of the best hopes of restoring the Jedi order (along with Luke and the guy from the old "Gamesters of ___" module. Lt Tavoen was last seen on ___ while investigating whatever you want the players to do.
Tavoen is a bright, incrediblly hansome human with dark hair, bright eyes, and lantern jaw, black shirt, tan pants, and blue cape. His holo-image (which the players will get a copy of) shows him in a GQ pose with an obvious lightsaber on his utility belt in a quick-release clasp.

During the adventure, whenever players ask if someone has seen him, people will admit that he looks familiar, but not quite able to place where or when they saw him.

The whole thing is a fabrication. there is not Gherry Tavoen, nor was there ever an Obi-Yon Kensei. The Rebelion fabricated it in optimistic hope as a distraction to Darth Vader and as a PR character--someone the Empire could never catch, but who would win minor victories that field agents couldn't claim without risking exposure.
His image was composited from several fashion models' holographs from 80 years ago, during the tail of the old Republic.

All the inquiries by the party are intended to forward the image, esp if the party is (temporarily) captured by the imps.

Even if it doesn't distract Vader from hunting down Luke, it will waste imperial time and resources.

At the end of one adventure, the ship the party is on is hit by blaster fire, and sets up a hyperdrive mishap. The ship emerges intact near an orbital station of some kind circling a marginally habitable planet. Lots of ship debris drift in the area. (the party may be in fear of another run through "Otherspace"--let them dread a bit before easing them down.)
The debris come from multiple ships of indeterminate type. The station isn't showing any life signs, and nothing responds to hails.
If the party investigates, they'll find the station seems unused and stale, covered in dust. The power is still on, but on a maintenence level only. When powered up, the sensors will be focussed on a region of the planet below which has 3 large habitation domes--each the size of a small city.

This is a Bith colony world, well away from the normally traveled space lanes. In fact, if the party's ship has the system in their database at all, it will be listed as non-habitable atmosphere unsuitable for most life. The Bith here have been slowly terraforming--a tast nearly completed. However, they've been living in total isolation for so long that they are even more reclusive than normal, to the point of paranoia, agrophobia, and xenophobia. Only the governance of the computer is keeping the species running--a task it is finding more and more challenging.
Another race has found the planet--reptilian paracites. They've been hacking the computer from the station and telling it to shuttle Bith up to the planet for a snack. (Yes, that kind of snack). Their wording has confused the computer into cooperating.
The paracites do not show up on life-form detectors because they are not standard races on the known database, and they are sheltering next to the station's reactor mass (where it's warmer and better shielded). Years ago, the paracites captured a ship from another race that was exploring their world, and have been running loose ever since. They crashed their ship into the station and nearly destroyed it. Lucky for them, the station had everything they needed to survive with minimal effort. Their queen is getting ready to produce a new generation of brood. If nothing is done to interfere, the Bith will be wiped out in a few days...

Remember: Bith have severe myopia, which allows them a bonus for dealing with up close items, but gives them a penalty with anything more than a meter away. Also, they reguard violent behavior as anathema--a sign of barbarism which plagues less-evolved species, so they will not fight, but try to find a technical or technological solution to their problems. They will look down on anyone who does employ violence.

Of course, I'm sure the defector is planning on betraying the party as soon as possible.

Actually, I would bet the players would be expecting that - so don't! Make this bad guy an honorable enemy. Oh sure, he'll fight you to the death if situation requires it, but he's a "May we drink tea in hell together" sort of guy. Make him evil to be sure, but instead of cackleing and twirling his mustache, trying to turn them to the dark side, make him able to debate his case elequantly. Make him likeable - but evil.

My own version of the Star Wars future 5-6 years after The Battle of Endor.

My theory is that Palpatine was the kind of ruler that would build an Empire incapable of functioning without him. "If I can't rule, no-one shall rule".

The Empire is in disarray and has been defeated on almost every front. There is infighting amongst the Imperial Moffs, Generals, Commanders, Sector leaders etc. Most of them have established their own small Empire in different outlying systems.

The New Republic has been established but so far only a few hundred systems has enough faith in the New Republic to officially support it by sending senators to the newly reopened Senate. There is a lot of infighting and shouting in the Senate but slowly the New Republic is gaining more and more support and trust and confidence among the population of the galaxy.

The New Republic Starfleet and army uses the ships and material it can, still using ships from the Old Republic & The Empire like Venators, Acclamators, ARC-170 Fighters etc. After all these ships are only 20-30 years old so there would be no logic in not using them. The large ship manufacturers like Kuatt & Rothana run their business by the motto "Money is money" so it doesn't matter if the costumer is Imperial or Republic, they continue to produce their ships to whoever pays.

In short there is darkness in the galaxy far far away but the dawn is comming and there is light at the horizon.

Concerning the Jedi Order.

At the end of ROTJ we see that the Jedi Temple still stands on Coruscant, so my thougths on that is that Palpatine could have spared the temple simply to be reminded of his great victory everytime he looked at it.

Well anyways, the Jedi Temple has been restored during the past 4 years and now the few suriving Jedi have once again taken to using the temple. Very slowly more and more Jedi, trained in extreme secret by the few surviving Jedi during the dark times, and Force attuned individuals are resurfacing and joining the Order.

OUR HEROES

Can't remember their names but this is what we have in our team of heroes.

- A Zabrack Jedi Padawan on his very first mission without his Master.

- A Nautolan ex-smuggler, working for the New Republic as a condition for his early release from prison.

- A Human former X-Wing pilot who took part in the Battle of Endor but was wounded. He is very proud of his Star of the New Republic medal that he received for being wounded in battle. Since his injury which resulted in him getting a cybernetic foot he has worked as a freighter pilot for the New Republic.

- A Human law enforcement officer, who used to work for the Empire without him being especially loyal to the Empire. He is a pragmatic guy who supports the rulers that are able to provide the galaxy with stability and order.

THE MISSION

The characters were hired by the New Republic to find and arrest (or simply stop) a gangster in order to help bring back order to the galaxy. The last lead the Republic has of the gangster is a bar on Nar Shaddaa.

The heroes were given a lift with a Venator-Class Star Destroyer named Seal of Justice. The Seal of Justice had just been given a new Captain and was in the Coruscant system for a few days before it set it's course for Yavin were it would join up with the rest of the fleet it belongs to. So the plan was that they and their YT-1300 transport are given a lift by the Seal of Justice in order to save them some time and energy.

Right now they have arrived at Nar Shaddaa where they have just defeated a group of wanna-be muggers.

On a final note my players like to give their characters some personality and life besides shooting stormtroopers and dodging bountyhunters, so the Nautolan former smugler has a water tank installed on his freighter and the ex-starfighter pilot during their ride with the Star Destroyer told me that he wanted to check his profile on a starfi

I have a friend, who although loves Boba Fett, isn't quite into the rest of Star Wars. She declined my offer to join the group when I told her she couldn't be Boba Fett. So, in an effort to entice her into playing, and hopefully have some fun, too, I thought it would be cool if after ROTJ, there's a rumor spreading around that dead Fett's armor is somewhere out there, waiting to be claimed by whomever finds it first. They would have to follow leads and clues, and generally tramp around the galaxy looking, all the while fighting off bounty hunters, Imperials, and maybe Mandos looking for their brother's beskar-gam. Obviously, they wouldn't end up with it, as it would unbalance play, but maybe, when they arrive at the place where it is, they run into Mr. Fett himself, very much alive and not entirely happy with our heroes. After a brief fight with Boba, he leaves and they get a piece of the armor (a gauntlet, knee-pad, or boot) and lots of other goodies.

Well, Fett wears "Mandalorian Battle Armor", which is highly prized in 1st & 2nd editions. There are other people who wear it, including a bounty hunter named "Jodo Cast". Tell her it is possible to find a suit of similar armor, and make a number of quests for getting pieces. Fett in several of the novels takes on jobs in exchange for Manadlorian weapon relics. Find a copy of "Tatooine Manhunt" and convert it if/as necessary.
Prehaps and Indianna Jones trap dungeon crawl in the ancient ruins of ____ would be an interesting quest.

Let the player have some weapons built into her character's armor starting out.
Hopefully, she'll be interested enough by the time she gets to that point that the game will be more important than the gizmos.

If you're still looking for ideas or need to jump-start interest, let her character find an old Fire-Spray attack craft and tinker with it in her spare time at a hidden base to bring it up to Fett-standards for weaponry and other upgrades while she builds up her piloting skills.